Journal of Positive Behavior Interventions, volume 18, issue 3, pages 180-190

Promoting Positive Behavior Using the Good Behavior Game

Lisa Bowman-Perrott 1
Mack D. Burke 1
Samar Zaini 1
Zhang Nan 1
Kimberly J Vannest 1
Publication typeJournal Article
Publication date2015-06-30
scimago Q1
SJR1.181
CiteScore4.9
Impact factor1.4
ISSN10983007, 15384772
Developmental and Educational Psychology
Pediatrics, Perinatology and Child Health
Applied Psychology
Abstract

The Good Behavior Game (GBG) is a classroom management strategy that uses an interdependent group-oriented contingency to promote prosocial behavior and decrease problem behavior. This meta-analysis synthesized single-case research (SCR) on the GBG across 21 studies, representing 1,580 students in pre-kindergarten through Grade 12. The TauU effect size across 137 phase contrasts was .82 with a confidence interval 95% CI = [0.78, 0.87], indicating a substantial reduction in problem behavior and an increase in prosocial behavior for participating students. Five potential moderators were examined: emotional and behavioral disorder (EBD) risk status, reinforcement frequency, target behaviors, GBG format, and grade level. Findings suggest that the GBG is most effective in reducing disruptive and off-task behaviors, and that students with or at risk for EBD benefit most from the intervention. Implications for research and practice are discussed.

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